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EnigmA Amiga Run 1995 October
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EnigmA AMIGA RUN 01 (1995)(G.R. Edizioni)(IT)[!][issue 1995-10][Aminet 7].iso
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mui23dev.lha
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MUI
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MUI_Area.doc
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TABLE OF CONTENTS
Area.mui/Area.mui
Area.mui/MUIM_AskMinMax
Area.mui/MUIM_Cleanup
Area.mui/MUIM_Draw
Area.mui/MUIM_HandleInput
Area.mui/MUIM_Hide
Area.mui/MUIM_Setup
Area.mui/MUIM_Show
Area.mui/MUIA_ApplicationObject
Area.mui/MUIA_Background
Area.mui/MUIA_BottomEdge
Area.mui/MUIA_ControlChar
Area.mui/MUIA_Disabled
Area.mui/MUIA_ExportID
Area.mui/MUIA_FixHeight
Area.mui/MUIA_FixHeightTxt
Area.mui/MUIA_FixWidth
Area.mui/MUIA_FixWidthTxt
Area.mui/MUIA_Font
Area.mui/MUIA_Frame
Area.mui/MUIA_FramePhantomHoriz
Area.mui/MUIA_FrameTitle
Area.mui/MUIA_Height
Area.mui/MUIA_HorizWeight
Area.mui/MUIA_InnerBottom
Area.mui/MUIA_InnerLeft
Area.mui/MUIA_InnerRight
Area.mui/MUIA_InnerTop
Area.mui/MUIA_InputMode
Area.mui/MUIA_LeftEdge
Area.mui/MUIA_Pressed
Area.mui/MUIA_RightEdge
Area.mui/MUIA_Selected
Area.mui/MUIA_ShowMe
Area.mui/MUIA_ShowSelState
Area.mui/MUIA_Timer
Area.mui/MUIA_TopEdge
Area.mui/MUIA_VertWeight
Area.mui/MUIA_Weight
Area.mui/MUIA_Width
Area.mui/MUIA_Window
Area.mui/MUIA_WindowObject
Area.mui/Area.mui
Area class is a super class for every other MUI class
except windows and applications. It holds information
about an objects current position, size and weight
and manages frames, fonts and backgrounds.
Additionally, area class handles the user input. By
setting an objects MUIA_InputMode, you can make it
behave like a button or like a toggle gadget. That's
why MUI doesn't offer an extra button class. A button
is simply a text object with a raised frame and a relverify
input mode. Since especially group class is a subclass
of area, you can create rather complex buttons consisting
of many other display elements.
Area.mui/MUIM_AskMinMax
NAME
MUIM_AskMinMax (V4 )
[For use within custom classes only]
SYNOPSIS
DoMethod(obj,MUIM_AskMinMax,struct MUI_MinMax *MinMaxInfo);
FUNCTION
see developer documentation.
Area.mui/MUIM_Cleanup
NAME
MUIM_Cleanup (V4 )
[For use within custom classes only]
SYNOPSIS
DoMethod(obj,MUIM_Cleanup,);
FUNCTION
see developer documentation.
Area.mui/MUIM_Draw
NAME
MUIM_Draw (V4 )
[For use within custom classes only]
SYNOPSIS
DoMethod(obj,MUIM_Draw,ULONG flags);
FUNCTION
see developer documentation.
Area.mui/MUIM_HandleInput
NAME
MUIM_HandleInput (V4 )
[For use within custom classes only]
SYNOPSIS
DoMethod(obj,MUIM_HandleInput,struct IntuiMessage *imsg, LONG muikey);
FUNCTION
see developer documentation.
Area.mui/MUIM_Hide
NAME
MUIM_Hide (V4 )
[For use within custom classes only]
SYNOPSIS
DoMethod(obj,MUIM_Hide,);
FUNCTION
see developer documentation.
Area.mui/MUIM_Setup
NAME
MUIM_Setup (V4 )
[For use within custom classes only]
SYNOPSIS
DoMethod(obj,MUIM_Setup,struct MUI_RenderInfo *RenderInfo);
FUNCTION
see developer documentation.
Area.mui/MUIM_Show
NAME
MUIM_Show (V4 )
[For use within custom classes only]
SYNOPSIS
DoMethod(obj,MUIM_Show,);
FUNCTION
see developer documentation.
Area.mui/MUIA_ApplicationObject
NAME
MUIA_ApplicationObject -- (V4 ) [..G], Object *
FUNCTION
You can obtain a pointer to the application object
that some gadget belongs to by using this attribute.
Useful mainly within callback hooks if you do not want
to deal with global variables.
SEE ALSO
MUIA_WindowObject
Area.mui/MUIA_Background
NAME
MUIA_Background -- (V4 ) [IS.], LONG
FUNCTION
Adjust the background for an object.
Every MUI object has its own background setting.
The background is displayed "behind" the actual
object contents, e.g. behind a the text of a
text object or behind the image of an image object.
This attribute takes the same values as MUIA_Image_Spec,
please refer to autodocs of image class for a complete
description.
An object without a specific background setting will
inherit the pattern from its parent group. The default
background for a window and many other background
patterns are adjustable with the preferences program.
Only a few MUII_xxxxxxx tags make sense as background.
Important are:
MUII_ButtonBack:
You have to set this when you create a button gadget.
Thus, your button will be displayed in the users
preferred style.
MUII_TextBack:
Set this when you create a text object with a TextFrame,
e.g. some kind of status line. Do *not* use MUII_TextBack
for simple text without frame (e.g. gadget labels).
MUII_BACKGROUND
MUII_SHADOW
MUII_SHINE
MUII_FILL
MUII_SHADOWBACK
MUII_SHADOWFILL
MUII_SHADOWSHINE
MUII_FILLBACK
MUII_FILLSHINE
MUII_SHINEBACK
MUII_SHINEBACK2:
One of MUI's predefined pattern. These are not
configurable by the user and will always look the
same.
Note: It is *important* that you test your programs with
a fancy pattern configuration. With the default
setting you won't notice any errors in your backgrounds.
Area.mui/MUIA_BottomEdge
NAME
MUIA_BottomEdge -- (V4 ) [..G], LONG
FUNCTION
You can use this to read the current position and
dimension of an object, if you e.g. need it to pop
up some requester below.
Of course, this attribute is only valid when the
parent window of the object is currently open.
SEE ALSO
MUIA_TopEdge, MUIA_Width, MUIA_Height,
MUIA_RightEdge, MUIA_LeftEdge
Area.mui/MUIA_ControlChar
NAME
MUIA_ControlChar -- (V4 ) [I..], char
FUNCTION
Pressing the control char will have the same effect
as pressing return if the object was active.
This can be used to create old style key shortcuts.
Note: Using an uppercase control char will force
the user to press shift.
SEE ALSO
mui.h / KeyButton() macro
Area.mui/MUIA_Disabled
NAME
MUIA_Disabled -- (V4 ) [ISG], BOOL
FUNCTION
Disable or enable a gadget. Setting this attribute
causes a gadget to become disabled, it gets a ghost
pattern and doesn't respond to user input any longer.
Disabled gadgets cannot be activated with the TAB key.
Using MUIA_Disable on a group of objects will disable
all objects within that group.
EXAMPLE
/* we have a radio button gadget with three */
/* entries, the third should enable a string gadget */
/* with additional parameters */
DoMethod(radio, MUIM_Notify, MUIA_Radio_Active, 0,
string, 3, MUIM_Set, MUIA_Disabled, TRUE);
DoMethod(radio, MUIM_Notify, MUIA_Radio_Active, 1,
string, 3, MUIM_Set, MUIA_Disabled, TRUE);
DoMethod(radio, MUIM_Notify, MUIA_Radio_Active, 2,
string, 3, MUIM_Set, MUIA_Disabled, FALSE);
Area.mui/MUIA_ExportID
NAME
MUIA_ExportID -- (V4 ) [ISG], LONG
FUNCTION
Objects with a non NULL MUIA_ExportID export their
contents during MUIM_Application_Save and import
them during MUIM_Application_Load.
You have to use different ExportIDs for your objects!
SEE ALSO
MUIM_Application_Save, MUIM_Application_Load
Area.mui/MUIA_FixHeight
NAME
MUIA_FixHeight -- (V4 ) [I..], LONG
FUNCTION
Give your object a fixed pixel height. This tag is
absolutely not needed in a general MUI application
and only present for emergency situations. Please
think twice before using it!
EXAMPLE
/* create an 8x8 pixel rectangle with FILLPEN */
RectangleObject,
MUIA_FixWidth , 8,
MUIA_FixHeight , 8,
MUIA_Background, MUII_FILL,
End;
SEE ALSO
MUIA_FixWidth, MUIA_FixWidthTxt, MUIA_FixHeightTxt
Area.mui/MUIA_FixHeightTxt
NAME
MUIA_FixHeightTxt -- (V4 ) [I..], LONG
FUNCTION
Give your object a fixed pixel height. The height
will match the height of the given string. This tag is
absolutely not needed in a general MUI application
and only present for emergency situations. Please
think twice before using it!
EXAMPLE
/* create a fixed size rectangle with FILLPEN */
RectangleObject,
MUIA_FixWidthTxt , "00:00:00",
MUIA_FixHeightTxt, "\n\n",
MUIA_Background , MUII_FILL,
End;
SEE ALSO
MUIA_FixHeight, MUIA_FixWidth, MUIA_FixWidthTxt
Area.mui/MUIA_FixWidth
NAME
MUIA_FixWidth -- (V4 ) [I..], LONG
FUNCTION
Give your object a fixed pixel width. This tag is
absolutely not needed in a general MUI application
and only present for emergency situations. Please
think twice before using it!
EXAMPLE
/* create an 8x8 pixel rectangle with FILLPEN */
RectangleObject,
MUIA_FixWidth , 8,
MUIA_FixHeight , 8,
MUIA_Background, MUII_FILL,
End;
SEE ALSO
MUIA_FixHeight, MUIA_FixWidthTxt, MUIA_FixHeightTxt
Area.mui/MUIA_FixWidthTxt
NAME
MUIA_FixWidthTxt -- (V4 ) [I..], STRPTR
FUNCTION
Give your object a fixed pixel width. The width
will match the width of the given string. This tag is
absolutely not needed in a general MUI application
and only present for emergency situations. Please
think twice before using it!
EXAMPLE
/* create a fixed size rectangle with FILLPEN */
RectangleObject,
MUIA_FixWidthTxt , "00:00:00",
MUIA_FixHeightTxt, "\n\n",
MUIA_Background , MUII_FILL,
End;
SEE ALSO
MUIA_FixHeight, MUIA_FixWidth, MUIA_FixHeightTxt
Area.mui/MUIA_Font
NAME
MUIA_Font -- (V4 ) [I.G], struct TextFont *
SPECIAL INPUTS
MUIV_Font_Inherit
MUIV_Font_Normal
MUIV_Font_List
MUIV_Font_Tiny
MUIV_Font_Fixed
MUIV_Font_Title
MUIV_Font_Big
FUNCTION
Every MUI object can have its own font, just set it with
this tag. Objects without an explicit font setting will
inherit it from their parent group.
You normally won't need to open a font yourself, just
use one of the predefined values to get a font from
the users preferences.
EXAMPLE
/* since the text contains tabs, */
/* use the fixed width font for displaying */
msgread = FloattextObject,
MUIA_Font, MUIV_Font_Fixed,
...,
End;
Area.mui/MUIA_Frame
NAME
MUIA_Frame -- (V4 ) [I..], LONG
SPECIAL INPUTS
MUIV_Frame_None
MUIV_Frame_Button
MUIV_Frame_ImageButton
MUIV_Frame_Text
MUIV_Frame_String
MUIV_Frame_ReadList
MUIV_Frame_InputList
MUIV_Frame_Prop
MUIV_Frame_Gauge
MUIV_Frame_Group
MUIV_Frame_PopUp
MUIV_Frame_Virtual
MUIV_Frame_Slider
MUIV_Frame_Count
FUNCTION
Define a frame for the current object. Since area class
is a superclass for all elements in a window, you can
assign frames to every object you wish.
You don't adjust the style of your frame directly,
instead you only specify a type:
MUIV_Frame_Button
for standard buttons with text in it.
MUIV_Frame_ImageButton
for small buttons with images, e.g. the arrows
of a scrollbar.
MUIV_Frame_Text
for a text field, e.g. a status line display.
MUIV_Frame_String
for a string gadget.
MUIV_Frame_ReadList
for a read only list.
MUIV_Frame_InputList
for a list that handles input (has a cursor).
MUIV_Frame_Prop
for proportional gadgets.
MUIV_Frame_Group
for groups.
How the frame is going to look is adjustable via the
preferences program.
Four spacing values belong to each frame that tell
MUI how many pixels should be left free between the
frame and its contents. These spacing values are also
user adjustable as long as you don't override them
with one of the MUIA_InnerXXXX tags.
Note: The first object in a window (MUIA_Window_RootObject)
may *not* have a frame. If you need this you will have
to create a dummy group with just one child.
EXAMPLE
strobj = StringObject,
MUIA_Frame, MUIV_Frame_String,
End;
SEE ALSO
MUIA_InnerLeft, MUIA_InnerRight, MUIA_InnerTop,
MUIA_InnerBottom
Area.mui/MUIA_FramePhantomHoriz
NAME
MUIA_FramePhantomHoriz -- (V4 ) [I..], BOOL
FUNCTION
Setting this to TRUE causes the specified frame to be
a horizontal phantom frame. The frame will not appear
but its vertical components (frame height, inner
top and inner bottom spacing) will be used to calculate
positions and dimensions (horizontal components are
treated as 0).
This is extremely useful for a correct labeling of objects.
You would e.g. label a string gadget by using a text object
with a phantom string frame. Thus, the label text will
be always on the same vertical position as the string
gadget text, no matter what spacing values the user
configured.
SEE ALSO
Label() macros in "mui.h".
Area.mui/MUIA_FrameTitle
NAME
MUIA_FrameTitle -- (V4 ) [I..], STRPTR
FUNCTION
This tag identifies a text string that will be displayed
centered in the top line of a frame. This can become
handy if you want to name groups of objects.
You may not use MUIA_FrameTitle without defining
a MUIA_Frame.
EXAMPLE
VGroup,
MUIA_Frame , MUIV_Frame_Group,
MUIA_FrameTitle, "Spacing",
...
SEE ALSO
MUIA_Frame
Area.mui/MUIA_Height
NAME
MUIA_Height -- (V4 ) [..G], LONG
FUNCTION
You can use this to read the current position and
dimension of an object, if you e.g. need it to pop
up some requester below.
Of course, this attribute is only valid when the
parent window of the object is currently open.
SEE ALSO
MUIA_TopEdge, MUIA_Width, MUIA_LeftEdge,
MUIA_RightEdge, MUIA_BottomEdge
Area.mui/MUIA_HorizWeight
NAME
MUIA_HorizWeight -- (V4 ) [I..], WORD
FUNCTION
Adjust the horizontal weight of an object. Usually
you can simply use MUIA_Weight instead of this tag
but in some two-dimensional groups it may become
handy to have different horizontal and vertical
weights.
SEE ALSO
MUIA_Weight
Area.mui/MUIA_InnerBottom
NAME
MUIA_InnerBottom -- (V4 ) [I..], LONG
FUNCTION
Adjust the space between an object and its frame.
Usually you shouldn't use this tag since you will
override the users preferred default setting.
SEE ALSO
MUIA_Frame
Area.mui/MUIA_InnerLeft
NAME
MUIA_InnerLeft -- (V4 ) [I..], LONG
FUNCTION
Adjust the space between an object and its frame.
Usually you shouldn't use this tag since you will
override the users preferred default setting.
SEE ALSO
MUIA_Frame
Area.mui/MUIA_InnerRight
NAME
MUIA_InnerRight -- (V4 ) [I..], LONG
FUNCTION
Adjust the space between an object and its frame.
Usually you shouldn't use this tag since you will
override the users preferred default setting.
SEE ALSO
MUIA_Frame
Area.mui/MUIA_InnerTop
NAME
MUIA_InnerTop -- (V4 ) [I..], LONG
FUNCTION
Adjust the space between an object and its frame.
Usually you shouldn't use this tag since you will
override the users preferred default setting.
SEE ALSO
MUIA_Frame
Area.mui/MUIA_InputMode
NAME
MUIA_InputMode -- (V4 ) [I..], LONG
SPECIAL INPUTS
MUIV_InputMode_None
MUIV_InputMode_RelVerify
MUIV_InputMode_Immediate
MUIV_InputMode_Toggle
FUNCTION
Adjust the input mode for an object.
MUI has no distinct button class. Instead you can make
every object (even groups) behave like a button by
setting an input mode for them. Several input modes
area available:
MUIV_InputMode_None:
No input, this is not a gadget.
MUIV_InputMode_RelVerify:
For buttons and similar stuff.
MUIV_InputMode_Immediate:
Used e.g. in a radio button object.
MUIV_InputMode_Toggle:
For things like checkmark gadgets.
The input mode setting determines how a user action
will trigger the attributes MUIA_Selected, MUIA_Pressed
and MUIA_Timer. See their documentation for details.
EXAMPLE
/* A traditional button, just a text object with */
/* a button frame and a relverify input mode: */
okbutton = TextObject,
MUIA_Frame , MUIV_Frame_Button,
MUIA_InputMode , MUIV_InputMode_RelVerify,
MUIA_Text_Contents, "OK",
...
SEE ALSO
MUIA_Selected, MUIA_Timer, MUIA_Pressed
Area.mui/MUIA_LeftEdge
NAME
MUIA_LeftEdge -- (V4 ) [..G], LONG
FUNCTION
You can use this to read the current position and
dimension of an object, if you e.g. need it to pop
up some requester below.
Of course, this attribute is only valid when the
parent window of the object is currently open.
SEE ALSO
MUIA_TopEdge, MUIA_Width, MUIA_Height,
MUIA_RightEdge, MUIA_BottomEdge
Area.mui/MUIA_Pressed
NAME
MUIA_Pressed -- (V4 ) [..G], BOOL
FUNCTION
Learn if a button is pressed (or released).
The MUIA_Pressed attribute of a gadget is triggered
by some user action, depending on the input mode:
MUIV_InputMode_RelVerify:
- set when lmb is pressed.
- cleared when lmb is released and the mouse
is still over the gadget (otherwise it will
be cleared too, but without triggering a
notification event).
MUIV_InputMode_Immediate:
- undefined, use MUIA_Selected for this.
MUIV_InputMode_Toggle:
- undefined, use MUIA_Selected for this.
Waiting for MUIA_Pressed getting FALSE is the usual
way to react on button gadgets.
EXAMPLE
DoMethod(btcancel,MUIM_Notify,MUIA_Pressed,FALSE,
app,2,MUIM_Application_ReturnID,ID_CANCEL);
SEE ALSO
MUIA_Selected, MUIA_Timer, MUIA_ShowSelState, MUIA_InputMode
Area.mui/MUIA_RightEdge
NAME
MUIA_RightEdge -- (V4 ) [..G], LONG
FUNCTION
You can use this to read the current position and
dimension of an object, if you e.g. need it to pop
up some requester below.
Of course, this attribute is only valid when the
parent window of the object is currently open.
SEE ALSO
MUIA_TopEdge, MUIA_Width, MUIA_Height,
MUIA_LeftEdge, MUIA_BottomEdge
Area.mui/MUIA_Selected
NAME
MUIA_Selected -- (V4 ) [ISG], BOOL
FUNCTION
Get and set the selected state of a gadget.
This attribute can be triggered by the user
clicking on the gadget (or using the keyboard),
depending on the input mode:
MUIV_InputMode_RelVerify:
- set when lmb is pressed.
- cleared when lmb is released.
- cleared when the gadget is selected and the
mouse leaves the gadget box.
- set when the mouse reenters the gadget box.
MUIV_InputMode_Immediate:
- set when lmb is pressed.
MUIV_InputMode_Toggle:
- toggled when lmb is pressed.
Of course you may set this attribute yourself, e.g.
to adjust the state of a checkmark gadget.
A selected gadget will display its border reverse
and get the configured MUII_SelectedBack background.
This can be avoided using the MUIA_ShowSelState tag.
SEE ALSO
MUIA_Pressed, MUIA_Timer, MUIA_ShowSelState, MUIA_InputMode
Area.mui/MUIA_ShowMe
NAME
MUIA_ShowMe -- (V4 ) [ISG], BOOL
FUNCTION
Objects with this attribute set are not displayed. You can
set MUIA_ShowMe at any time, causing objects to appear and
to disappear immediately. A new layout is calculated whenever
some objects are shown or hidden. When necessary, MUI will
resize the parent window to make place for the new objects.
NOTE
Currently, MUI does a complete window refresh after
showing/hiding objects. This behaviour might get improved
in the future.
Area.mui/MUIA_ShowSelState
NAME
MUIA_ShowSelState -- (V4 ) [I..], BOOL
FUNCTION
Normally a gadget will reverse its frame and
display the configured MUII_SelectetBack background
pattern in its selected state. For some objects
(e.g. checkmarks) this is not recommended and
can be supressed by setting MUIA_ShowSelState
to FALSE.
SEE ALSO
MUIA_Selected
Area.mui/MUIA_Timer
NAME
MUIA_Timer -- (V4 ) [..G], LONG
FUNCTION
MUIA_Timer gets triggered when a relverify button is
pressed and (after a little delay) increases every
INTUITICK as long as the mouse remains over the gadget.
This makes it possible to have buttons repeatedly
cause some actions, just like the arrow gadgets of
a scrollbar.
EXAMPLE
DoMethod(btmore,MUIM_Notify,MUIA_Timer,MUIV_EveryTime,
app,2,MUIM_Application_ReturnID,ID_MORE);
DoMethod(btless,MUIM_Notify,MUIA_Timer,MUIV_EveryTime,
app,2,MUIM_Application_ReturnID,ID_LESS);
SEE ALSO
MUIA_Pressed, MUIA_Selected
Area.mui/MUIA_TopEdge
NAME
MUIA_TopEdge -- (V4 ) [..G], LONG
FUNCTION
You can use this to read the current position and
dimension of an object, if you e.g. need it to pop
up some requester below.
Of course, this attribute is only valid when the
parent window of the object is currently open.
SEE ALSO
MUIA_LeftEdge, MUIA_Width, MUIA_Height,
MUIA_RightEdge, MUIA_BottomEdge
Area.mui/MUIA_VertWeight
NAME
MUIA_VertWeight -- (V4 ) [I..], WORD
FUNCTION
Adjust the vertical weight of an object. Usually
you can simply use MUIA_Weight instead of this tag
but in some two-dimensional groups it may become
handy to have different horizontal and vertical
weights.
SEE ALSO
MUIA_Weight
Area.mui/MUIA_Weight
NAME
MUIA_Weight -- (V4 ) [I..], WORD
FUNCTION
This tag is a shorthand for MUIA_HorizWeight and
MUIA_VertHeight, it sets both weights at once.
The weight of an object determines how much room it
will get during the layout process. Imagine you have
a 100 pixel wide horizontal group with two string
gadgets. Usually, each gadget will get half of the
room and be 50 pixels wide. If you feel the left
gadget is more important and should be bigger,
you can give it a weight of 200 (and 100 for
the right gadget). Because the left gadget is
twice as "heavy" as the right gadget, it will
become twice as big (about 66 pixel) as the
right one (34 pixel).
Of course giving weights only makes sense if the
object is resizable. A MUIA_VertWeight for a
(always fixed height) string gadget is useless.
An object with a weight of 0 will always stay
at its minimum size.
By default, all objects have a weight of 100.
EXAMPLE
HGroup,
StringGadget, MUIA_Weight, 50, End,
StringGadget, MUIA_Weight, 100, End,
StringGadget, MUIA_Weight, 200, End,
End;
SEE ALSO
MUIA_HorizWeight, MUIA_VertWeight
Area.mui/MUIA_Width
NAME
MUIA_Width -- (V4 ) [..G], LONG
FUNCTION
You can use this to read the current position and
dimension of an object, if you e.g. need it to pop
up some requester below.
Of course, this attribute is only valid when the
parent window of the object is currently open.
SEE ALSO
MUIA_TopEdge, MUIA_LeftEdge, MUIA_Height,
MUIA_RightEdge, MUIA_BottomEdge
Area.mui/MUIA_Window
NAME
MUIA_Window -- (V4 ) [..G], struct Window *
FUNCTION
This attribute can be used to get a pointer to the
intuition window structure of the parent window
ot the object. This pointer could e.g. be used
in calls to asl.library.
The result is only valid when the window is opened.
SEE ALSO
MUIA_Window_Window
Area.mui/MUIA_WindowObject
NAME
MUIA_WindowObject -- (V4 ) [..G], Object *
FUNCTION
You can obtain a pointer to the window object
that some gadget belongs to by using this attribute.
Useful mainly within callback hooks if you do not want
to deal with global variables.
SEE ALSO
MUIA_ApplicationObject